/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.
Force Feedback Component to manipulate the playing feedback effect with
static [UForceFeedbackComponent](API\Runtime\Engine\Components\UForceFeedbackComponent) * SpawnForceFeedbackAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * ForceFeedbackEffect, FVector Location, FRotator Rotation, bool bLooping, float IntensityMultiplier, float StartTime, [UForceFeedbackAttenuation](API\Runtime\Engine\GameFramework\UForceFeedbackAttenuation) * AttenuationSettings, bool bAutoDestroy )